Chess piece obtaining method, device and equipment for turn-system chess game and storage medium

By combining the game level of the game object and the information from the previous round in turn-based chess games to determine the target resource value, the problem of low matching degree between candidate chess pieces and game requirements is solved, and the matching degree and fun of chess piece acquisition are improved.

CN120919644APending Publication Date: 2025-11-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410573108.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-05-09
Publication Date
2025-11-11

AI Technical Summary

Technical Problem

In existing turn-based chess games, the method of acquiring chess pieces only considers the game level of the game object, which leads to strong randomness in the target resource value and low matching degree between candidate chess pieces and the game object's game needs.

Method used

In the i-th round of a turn-based board game, a piece acquisition request is sent to the server. Based on the game object's object identifier and the battle information from the previous round, the target resource value is determined, and the piece information of the available pieces is displayed on the terminal device so that the game object can select and acquire the target piece.

Benefits of technology

It improves the matching accuracy and fun of acquiring chess pieces, enhances the player's control over the game, and increases the probability of acquiring desired chess pieces.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a chess piece obtaining method, device and equipment for a turn-system chess game and a storage medium, and belongs to the technical field of computers. The method comprises the steps that in the ith turn of the turn system chess game, a chess piece obtaining request is sent to a server, and the chess piece obtaining request comprises an object identifier of a game object; under the condition that a target resource value returned by the server based on the chess piece obtaining request is received, chess piece information of at least one selectable chess piece is displayed, the target resource value is a resource value, determined by the server according to an object identifier of the game object, of which the game level can be unlocked, and the game level of the game object can be unlocked according to battle information of the game object in the i-1 round; determining a resource value in the resource values capable of being unlocked; and in response to a trigger operation for chess piece information of a target chess piece in the at least one selectable chess piece, obtaining the target chess piece. According to the method, the matching degree of the selectable chess pieces and the game requirements of the game object is improved, and the probability that the game object obtains the favorite chess pieces is improved.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device and storage medium for acquiring chess pieces in a turn-based chess game. Background Technology

[0002] Turn-based board games are a new type of board game where both players place their pieces on the board, and the game application automatically controls the pieces to battle and displays the result.

[0003] In related technologies, game objects can purchase pieces through a game shop in each round of a turn-based chess game. The system determines the target resource value that the game object can unlock based on its game level, and then displays candidate pieces with the target resource value in the game shop. The game object can then select the desired piece from the candidate pieces to purchase. For example, if the game object's game level is 1 and the target resource value is 1, then the game shop will display candidate pieces with a resource value of 1.

[0004] However, in the above-mentioned method of acquiring chess pieces, only the game level of the game object is considered when determining the target resource value. This makes the information considered when determining the target resource value not comprehensive enough, and the determined target resource value has a strong randomness. Consequently, the matching degree between the candidate chess pieces displayed in the game store and the game needs of the game object is low. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for acquiring chess pieces in a turn-based board game. It addresses the problem in related technologies where insufficient information is considered when determining target resource values, resulting in high randomness in the determined target resource values ​​and consequently, a low degree of matching between displayed candidate chess pieces and the game's requirements. The technical solution is as follows:

[0006] In a first aspect, embodiments of this application provide a method for acquiring chess pieces in a turn-based board game, the method comprising:

[0007] In the i-th round of a turn-based board game, a piece acquisition request is sent to the server. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0008] Upon receiving the target resource value returned by the server based on the chess piece acquisition request, the chess piece information of at least one optional chess piece is displayed. The resource value of any optional chess piece is the target resource value. The target resource value is the resource value that the server determines can be unlocked at the game level of the game object based on the object identifier of the game object, and the resource value determined from the unlockable resource values ​​based on the battle information of the game object in round i-1.

[0009] In response to a triggered operation targeting piece information of a target piece among the at least one selectable pieces, the target piece is obtained.

[0010] Secondly, embodiments of this application provide a method for acquiring chess pieces in a turn-based board game, the method comprising:

[0011] The receiving terminal device sends a piece acquisition request in round i, wherein the piece acquisition request includes the object identifier of the game object, and i is an integer greater than 1;

[0012] Based on the object identifier of the game object, determine the resource value that can be unlocked at the game level of the game object;

[0013] Based on the battle information of the game object in round i-1, determine the target resource value from the resource values ​​that can be unlocked at the game level;

[0014] The target resource value is sent to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one optional piece, so that the game object can obtain the target piece from the at least one optional piece. The resource value of the optional piece is the target resource value.

[0015] Thirdly, embodiments of this application provide a piece acquisition device for a turn-based board game, the device comprising:

[0016] The sending module is used to send a piece acquisition request to the server in the i-th round of a turn-based chess game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0017] The display module is used to display the chess piece information of at least one optional chess piece when the server returns the target resource value based on the chess piece acquisition request. The resource value of any optional chess piece is the target resource value. The target resource value is the resource value that the server determines can be unlocked by the game level of the game object based on the object identifier of the game object, and the resource value determined from the unlockable resource value based on the battle information of the game object in round i-1.

[0018] The acquisition module is configured to acquire the target piece in response to a triggering operation that targets the piece information of the target piece among the at least one selectable piece.

[0019] In one possible implementation, the display module is configured to display the target resource value upon receiving the target resource value returned by the server, the target resource value indicating the resource value of the chess piece that the game object can acquire in the i-th round; and to display chess piece information of at least one selectable chess piece if the display duration of the target resource value is not less than a duration threshold.

[0020] In one possible implementation, the display module is configured to, upon receiving the target resource value returned by the server, display a first page on the preparation page for the i-th round, the first page displaying the target resource value; and, if the display duration of the first page is not less than a duration threshold, display a second page on the preparation page for the i-th round, the second page displaying the piece information of the at least one optional piece.

[0021] In one possible implementation, the device further includes:

[0022] The receiving module is used to receive the adjusted acquisition probabilities of each resource value that can be unlocked at the game level, returned by the server.

[0023] The display module is also used to display the acquisition probability of each resource value after adjustment on the first page.

[0024] In one possible implementation, a refresh control is displayed on the second page, which is used to refresh the displayed candidate pieces;

[0025] The display module is further configured to respond to a trigger operation on the refresh control by displaying the refreshed chess piece information on the second page, wherein the refreshed chess piece resource value is the target resource value.

[0026] In one possible implementation, the device further includes:

[0027] A receiving module is configured to receive the chess piece information of the at least one optional chess piece returned by the server;

[0028] Alternatively, the device may further include:

[0029] The determining module is used to determine the optional piece from the candidate pieces based on the resource value of the candidate pieces and the target resource value, and to obtain the piece information of the optional piece.

[0030] In one possible implementation, the acquisition module is configured to respond to a triggering operation for the chess piece information of a target chess piece among the at least one selectable chess pieces, and the value of resources included in the game object's account is not less than the target resource value, by sending a target chess piece acquisition request to the server. The target chess piece acquisition request includes the chess piece information of the target chess piece. The target chess piece acquisition request is used by the server to deduct the resources of the target resource value from the game object's account and issue the target chess piece to the game object's account.

[0031] Fourthly, embodiments of this application provide a piece acquisition device for a turn-based board game, the device comprising:

[0032] The receiving module is used to receive a chess piece acquisition request sent by the terminal device in the i-th round. The chess piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0033] The determination module is used to determine the resource value that can be unlocked at the game level of the game object based on the object identifier of the game object;

[0034] The determining module is further configured to determine the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1.

[0035] The sending module is used to send the target resource value to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one optional piece, so that the game object can obtain the target piece from the at least one optional piece. The resource value of the optional piece is the target resource value.

[0036] In one possible implementation, the determining module is configured to determine the acquisition probability of each resource value that can be unlocked at the game level; adjust the acquisition probability of each resource value according to the battle information of the game object in round i-1 to obtain the adjusted acquisition probability of each resource value; and determine the target resource value among the resource values ​​according to the adjusted acquisition probability of each resource value.

[0037] In one possible implementation, the battle information of the game object in round i-1 includes the battle result of the game object in round i-1;

[0038] The determining module is used to determine a first basic value that matches the battle result of the game object in round i-1; determine a second basic value based on the quantity of the first resource value and the first basic value; determine the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first basic value; and determine the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second basic value; wherein the second resource value is the largest resource value among all the resource values, and the first resource value is the resource value other than the second resource value among all the resource values.

[0039] In one possible implementation, the determining module is configured to reduce the acquisition probability of the first resource value by the first base value to obtain the acquisition probability of the first resource value after adjustment; and to increase the acquisition probability of the second resource value by the second base value to obtain the acquisition probability of the second resource value after adjustment.

[0040] In one possible implementation, the battle information of the game object in round i-1 also includes a target number of times, which is the number of times the game object continuously obtains the battle result of the game object in round i-1;

[0041] The determining module is further configured to: determine the difference between the target number and the reference number when the target number is greater than the reference number; determine a first additional value based on the difference and the single additional value; and determine a second additional value based on the quantity of the first resource value and the first additional value.

[0042] The determining module is configured to reduce the acquisition probability of the first resource value by the first base value to obtain the intermediate acquisition probability of the first resource value; reduce the intermediate acquisition probability of the first resource value by the first additional value to obtain the adjusted acquisition probability of the first resource value; increase the acquisition probability of the second resource value by the second base value to obtain the intermediate acquisition probability of the second resource value; and increase the intermediate acquisition probability of the second resource value by the second additional value to obtain the adjusted acquisition probability of the second resource value.

[0043] In one possible implementation, the determining module is further configured to determine the selectable piece from the candidate pieces based on the resource value of the candidate pieces and the target resource value;

[0044] The sending module is also used to send the chess piece information of the optional chess piece to the terminal device.

[0045] In one possible implementation, the sending module is further configured to send the adjusted acquisition probabilities of each resource value to the terminal device.

[0046] Fifthly, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor, so that the computer device implements the piece acquisition method of any of the turn-based chess games described above.

[0047] Sixthly, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement the piece acquisition method of any of the turn-based chess games described above.

[0048] In a seventh aspect, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the piece acquisition method of any of the above-mentioned turn-based board games.

[0049] The technical solution provided in this application has at least the following beneficial effects:

[0050] The technical solution provided in this application embodiment involves a game object acquiring a piece in round i. By sending a piece acquisition request to the server, the server determines the resource value unlockable at the game object's game level based on the game object's object identifier. Then, based on the game object's battle information in round i-1, the server identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about selectable pieces with the target resource value, allowing the game object to choose and acquire the desired piece. This method considers not only the game object's game level but also its battle information from the previous round when determining the target resource value. This comprehensive consideration ensures that the determined target resource value better matches the game object's actual battle situation. Since the resource value of the selectable pieces is the target resource value, the subsequent selection of selectable pieces matches the game object's needs more closely, increasing the probability of acquiring the desired piece and enhancing the enjoyment of piece acquisition.

[0051] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, and further increase the probability that the game object can obtain the desired pieces in each round. Attached Figure Description

[0052] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0053] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application;

[0054] Figure 2 This is a flowchart illustrating a method for acquiring chess pieces in a turn-based board game, as provided in an embodiment of this application.

[0055] Figure 3 This is a schematic diagram showing the preparation page for the first round of a turn-based chess game provided in an embodiment of this application;

[0056] Figure 4 This is a schematic diagram showing a reference resource value provided in an embodiment of this application;

[0057] Figure 5 This is a schematic diagram showing the display of chess piece information of a first chess piece according to an embodiment of this application;

[0058] Figure 6 This is a schematic diagram illustrating the display of a first prompt message provided in an embodiment of this application;

[0059] Figure 7 This is a schematic diagram showing the preparation page for the i-th round of a turn-based chess game provided in an embodiment of this application;

[0060] Figure 8 This is a schematic diagram showing the value of a target resource provided in an embodiment of this application;

[0061] Figure 9 This is a schematic diagram showing another target resource value provided in an embodiment of this application;

[0062] Figure 10 This is a schematic diagram showing another target resource value provided in an embodiment of this application;

[0063] Figure 11 This is a schematic diagram showing the display of chess piece information for an optional chess piece according to an embodiment of this application;

[0064] Figure 12 This is a schematic diagram illustrating the display of a third prompt message provided in an embodiment of this application;

[0065] Figure 13 This is a flowchart illustrating a method for acquiring chess pieces in a turn-based board game, as provided in an embodiment of this application.

[0066] Figure 14 This is a flowchart illustrating a method for acquiring chess pieces in a turn-based board game, as provided in an embodiment of this application.

[0067] Figure 15 This is a flowchart illustrating a method for acquiring chess pieces in a turn-based board game, as provided in an embodiment of this application.

[0068] Figure 16 This is a schematic diagram of the structure of a piece acquisition device for a turn-based board game provided in an embodiment of this application;

[0069] Figure 17 This is a schematic diagram of the structure of a piece acquisition device for a turn-based board game provided in an embodiment of this application;

[0070] Figure 18 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;

[0071] Figure 19 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0072] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0073] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0074] First, the terms used in the embodiments of this application will be introduced.

[0075] Turn-based board games: These are board games where "pieces" are pre-arranged before the game begins, and during the game, the pieces automatically engage in combat based on the pre-arranged layout. The "pieces" are usually represented by virtual characters, such as virtual heroes. During the game, these virtual characters automatically use various skills to fight. The game is typically turn-based; when all of a player's "pieces" are eliminated (i.e., their virtual character's health points drop to zero), that player loses the turn. In some embodiments, in addition to the "piece-type virtual characters" for the two players, each player also has a player character representing the current user participating in the game. This player character cannot be moved to the battle area or piece candidate area as a "piece," and also has health points (or HP). The player character's health points decrease (indicating a loss) or remain unchanged (indicating a win) based on the outcome of each game. When a virtual character's health points drop to zero, the user corresponding to that player character exits the game, and the remaining users continue the game. Optionally, turn-based board games include auto chess.

[0076] Auto Chess: A multiplayer turn-based competitive game where players collect hero pieces in-game. For example, there are eight or six players, each occupying a section of the board. Two players then engage in one-on-one battles. Each round of a game consists of two phases: a preparation phase where players purchase hero pieces from the shop and arrange them on the board; and a battle phase where both sides lock their lineups, and the pieces automatically engage in combat until one side's pieces are all eliminated. The player whose pieces are all eliminated loses the round and loses health. The game continues, with new opponents being matched, until a player's health is ≤0 and they are eliminated. The last remaining player wins the game (first place).

[0077] Chessboard: refers to the area in the turn-based chess game interface used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, or a three-dimensional virtual chessboard. This application does not limit the scope of the application.

[0078] Traditional auto chess boards are divided into a battle area and a piece candidate area. The battle area consists of several identical squares used to place pieces that will engage in combat during the game. The piece candidate area includes several candidate piece positions for placing candidate pieces that will not participate in the battle and can be dragged and placed into the battle area during the preparation phase. The chessboard area provided in this embodiment does not include the piece candidate area, but only the battle area.

[0079] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this application does not limit the shape of the chess squares.

[0080] Cards: A common term in game genres, originating from board games. Unlike chess pieces where players directly manipulate pieces, cards convey game content on physical cards. Compared to pieces, cards are better suited for carrying textual descriptions, card attribute information, and key numerical values. "Cardization" refers to turning hero resources into card resources, making it easier for players to read and categorize card effects and convey more diverse information.

[0081] Energy: This is a resource in games. In this application, it can be defined as the resource that players use to play cards. When a player plays a card, they need to consume the corresponding amount of energy indicated on the card.

[0082] Equipment: In auto chess games, each piece can generally equip 3 pieces of equipment (or other equipment). Equipment provides heroes with attributes or effects such as attack power, defense, health, healing, penetration, and shields. Auto chess games in related technologies often include a jungle element where players defeat jungle monsters to obtain equipment dropped by them, which they then collect into their inventory. Equipment pieces can also be combined to create higher-quality equipment.

[0083] Chess player: refers to a virtual character played by a player. Each chess player has different special abilities that help the player to play the game better.

[0084] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is given. For example... Figure 1As shown, the computer system includes a terminal device 101 and a server 102. The terminal device 101 has a turn-based chess game installed and running, and a game object 103 is logged into the turn-based chess game. The method for acquiring chess pieces in the turn-based chess game provided in this embodiment can be executed by the terminal device 101, or it can be executed jointly by the terminal device 101 and the server 102; this embodiment does not limit the execution of this method.

[0085] Server 102 provides background services for the turn-based board game installed on terminal device 101. In one possible implementation, server 102 undertakes the main computational work, and terminal device 101 undertakes the secondary computational work. Alternatively, server 102 undertakes the secondary computational work, and terminal device 101 undertakes the main computational work. Or, terminal device 101 and server 102 collaborate on computation using a distributed computing architecture.

[0086] Optionally, the terminal device 101 can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal device 101 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, PC (Personal Computer), mobile phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), smart car system, smart TV, etc.

[0087] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.

[0088] Server 102 can be a single server, a server cluster consisting of multiple servers, or any of the following: a cloud computing platform or a virtualization center. This embodiment of the application does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this embodiment of the application.

[0089] In an exemplary embodiment of this application, terminal device 101 displays a preparation page 104 for the i-th round of a turn-based chess game based on the chess piece acquisition method provided in this embodiment. During the preparation phase of the i-th round, terminal device 101 sends a chess piece acquisition request to server 102. After receiving the chess piece acquisition request, server 102 determines the resource values ​​that can be unlocked at the game level of the game object and the acquisition probability of each resource value. Based on the game object's battle information in the (i-1)-th round, server 102 adjusts the acquisition probability of each resource value to obtain the adjusted acquisition probability of each resource value. Based on the adjusted acquisition probability of each resource value, server 102 determines the target resource value among the resource values ​​and then sends the target resource value to terminal device 101. After receiving the target resource value, the terminal device 101 displays the first page 105, which displays the target resource value. If the display duration of the target resource value is not less than the duration threshold, the terminal device 101 displays the second page 106, which displays the information of at least one selectable piece. The resource value of each selectable piece is the target resource value. In response to the trigger operation for the target piece, the terminal device 101 acquires the target piece, that is, the game object acquires the target piece.

[0090] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.

[0091] This application provides a method for acquiring chess pieces in a turn-based chess game, which can be applied to the above-mentioned... Figure 1 The computer system shown is, Figure 2 The flowchart shown in this application embodiment illustrates a method for acquiring chess pieces in a turn-based board game. This method can be implemented by... Figure 1 The interaction between terminal device 101 and server 102 is implemented. For example... Figure 2 As shown, the method includes the following steps.

[0092] In step 201, the terminal device displays the preparation page for the first round of a turn-based board game.

[0093] In one possible implementation, a turn-based chess game is installed on the terminal device. For example, the turn-based chess game can be an auto-chess game. The terminal device's display interface shows relevant information about the turn-based chess game. This information can be the name of the turn-based chess game, its icon, or other information; this embodiment does not limit this.

[0094] When a game object wants to run a turn-based board game, it selects the relevant information. The terminal device receives this trigger and displays the game's homepage, which includes a start control used to begin a game. In response to the start control's trigger, the game enters its first round preparation phase, displaying the first round preparation page. The game object can acquire pieces on this page and determine which pieces to use in the first round of gameplay.

[0095] like Figure 3 This is a schematic diagram showing the preparation page for the first round of a turn-based board game provided in an embodiment of this application.

[0096] In one possible implementation, the preparation page for the first round of a turn-based board game includes a preparation area and a board area, such as... Figure 3 In the diagram, 301 is the preparation area and 302 is the chessboard area. The preparation area displays the virtual objects corresponding to the pieces that the game object already owns. The game object can drag the virtual objects corresponding to the pieces in the preparation area to the chessboard area. The virtual objects corresponding to the dragged pieces are displayed on the chessboard area. The virtual objects corresponding to the pieces dragged to the chessboard area are the virtual objects that the game object needs to use in the first round of the game.

[0097] The preparation page for the first round of turn-based board games can also display the game level of the game objects, such as... Figure 3 The "Level 1" in the text refers to the game object's game level. Displaying the game object's game level allows the game object to understand its own game level.

[0098] In turn-based board games, the preparation page for the first round can also display the resource values ​​required to level up, such as... Figure 3 The "2" in the figure represents the resource value required to level up. That is, it takes 2 resources to upgrade a game object's level from 1 to 2. Resources are a type of game resource in turn-based board games; for example, a resource could be diamonds.

[0099] In turn-based board games, the preparation page for the first round can also display the values ​​of the resources already possessed by the game objects, such as... Figure 3The "5" in the figure represents the number of resources the game object already possesses. That is, the game object already has 5 resources. The number of resources the game object already possesses can be the total number of resources included in the game object's account in a turn-based board game.

[0100] It should be noted that the preparation page for the first round of a turn-based chess game may also display other information, and this application embodiment does not limit this.

[0101] In step 202, during the preparation phase of the first round of the turn-based board game, the terminal device sends a first acquisition request to the server.

[0102] In one possible implementation, during the preparation phase of each round in a turn-based board game, the game object can acquire new pieces for use in the corresponding round's combat phase. Optionally, during the preparation phase of the first round of the turn-based board game, provided that the display duration of the preparation page for the first round of the turn-based board game is not less than the target duration, the terminal device generates a first acquisition request and sends it to the server. The first acquisition request includes the object identifier of the game object.

[0103] The target duration is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the target duration is 3 seconds. The object identifier of the game object can be the game account of the game object in the turn-based chess game, or the game nickname of the game object in the turn-based chess game; this embodiment does not limit this.

[0104] In step 203, the server receives a first acquisition request and, based on the first acquisition request, determines the resource values ​​that can be unlocked at the game level of the game object and the acquisition probability of each resource value.

[0105] In one possible implementation, the server receives a first acquisition request from the terminal device, parses the request, and obtains the object identifier of the game object. The server stores the game level of each object and the correspondence between the object identifier and the game level. Based on the object identifier and the correspondence, the server determines the game level of the game object. For example, the server determines the game level of the game object to be level 1.

[0106] The server also stores the correspondence between game levels and the resource values ​​that can be unlocked at each game level. Table 1 below shows a table illustrating the correspondence between game levels and the resource values ​​that can be unlocked at each game level, as provided in an embodiment of this application.

[0107] Table 1

[0108]

[0109] As shown in Table 1 above, when the game level is 1 and 2, the unlockable resource values ​​are 1 and 2 respectively; when the game level is 3 and 4, the unlockable resource values ​​are 1, 2, and 3 respectively; when the game level is 5 and 6, the unlockable resource values ​​are 1, 2, 3, and 4 respectively; and when the game level is 7 and above, the unlockable resource values ​​are 1, 2, 3, 4, and 5 respectively.

[0110] For example, if the server determines that the game level of a game object is level 1, then the resource values ​​that the game object can unlock at this game level are 1 resource value and 2 resource values.

[0111] Optionally, the server also stores the correspondence between the resource values ​​that can be unlocked at game levels and the probability of obtaining those resource values. For example, at game levels 1 and 2, the unlockable resource values ​​are 1 and 2, respectively, with a 60% probability of obtaining resource value 1 and a 40% probability of obtaining resource value 2. At game levels 3 and 4, the unlockable resource values ​​are 1, 2, and 3, respectively, with a 55% probability of obtaining resource value 1, a 38% probability of obtaining resource value 2, and a 7% probability of obtaining resource value 3. At game levels 5 and 6, the unlockable resource values ​​are 1, 2, 3, and 4, respectively, with a 50% probability of obtaining resource value 1, a 35% probability of obtaining resource value 2, a 10% probability of obtaining resource value 3, and a 5% probability of obtaining resource value 4. When the game level is 7 or above, the resource values ​​that can be unlocked are resource value 1, resource value 2, resource value 3, resource value 4 and resource value 5. The probability of obtaining resource value 1 is 40%, resource value 2 is 32%, resource value 3 is 12%, resource value 4 is 10%, and resource value 5 is 6%.

[0112] It should be noted that the sum of the probabilities of obtaining each resource value that can be unlocked at any game level is 1.

[0113] For example, the server determines that the game object's game level is 1, and the game object's game level can unlock resource values ​​of 1 resource value and 2 resource values, wherein the probability of obtaining resource value 1 is 60% and the probability of obtaining resource value 2 is 40%.

[0114] It should also be noted that the probability of obtaining each resource value that can be unlocked at any game level is set based on experience, or adjusted according to the implementation environment; this embodiment of the application does not limit this. Optionally, the probability of obtaining each resource value that can be unlocked at any game level is set by the developer of the turn-based board game.

[0115] In step 204, the server determines a reference resource value from among the various resource values ​​based on the acquisition probability of each resource value.

[0116] In one possible implementation, after determining the acquisition probability of each resource value that can be unlocked by the game level in step 203 above, a reference resource value is determined among the resource values ​​based on the acquisition probability of each resource value.

[0117] The probability of obtaining any resource value refers to the probability that any resource value will be identified as a reference resource value. For example, if the probability of obtaining resource value 1 is 60%, it means that resource value 1 has a 60% chance of being identified as a reference resource value; if the probability of obtaining resource value 2 is 40%, it means that resource value 2 has a 40% chance of being identified as a reference resource value. The higher the probability of obtaining any resource value, the higher the probability that any resource value will be identified as a reference resource value; conversely, the lower the probability of obtaining any resource value, the lower the probability that any resource value will be identified as a reference resource value.

[0118] This application does not limit the process of determining a reference resource value from among the various resource values ​​based on the acquisition probability of each resource value. Optionally, an application for determining resource values ​​runs on the server. The server inputs each resource value and the acquisition probability of each resource value into the application, and obtains the reference resource value based on the output of the application. That is, the output of the application is used as the reference resource value.

[0119] For example, the server determines a reference resource value of 1 among the various resource values ​​based on the acquisition probability of each resource value.

[0120] In step 205, the server sends reference resource values ​​to the terminal device.

[0121] In one possible implementation, after the server determines the reference resource value in step 204 above, the server sends the reference resource value to the terminal device so that the terminal device can display the reference resource value.

[0122] Optionally, after the server determines the acquisition probability of each resource value in step 203 above, the server can also send the acquisition probability of each resource value to the terminal device so that the terminal device can display the acquisition probability of each resource value, thereby enabling the game object to understand the acquisition probability of the resource values ​​that can be unlocked at its current game level.

[0123] It should be noted that the server may send the acquisition probability of each resource value to the terminal device at the same time as sending the reference resource value; alternatively, it may send the reference resource value to the terminal device first and then send the acquisition probability of each resource value; or it may send the acquisition probability of each resource value to the terminal device first and then send the reference resource value. This application embodiment does not limit the order in which the reference resource value and the acquisition probability of each resource value are sent.

[0124] In step 206, the terminal device receives the reference resource value and displays the reference resource value.

[0125] In one possible implementation, the terminal device receives and displays reference resource values ​​sent by the server. These reference resource values ​​indicate the resource values ​​of pieces that the game object can acquire in the first round. By displaying the reference resource values, the game object can know the resource values ​​of pieces that can be acquired in the first round.

[0126] Optionally, the process of displaying reference resource values ​​includes: displaying a third page on the preparation page of the first round, with the reference resource values ​​displayed on the third page.

[0127] like Figure 4 This is a schematic diagram showing a reference resource value provided in an embodiment of this application. Figure 4 As shown in the diagram, the preparation page for the first round displays a third page 401, and the reference resource value 402 is displayed on the third page 401.

[0128] In one possible implementation, the terminal device can also receive and display the acquisition probabilities of each resource value sent by the server. Optionally, the acquisition probabilities of each resource value can be displayed on a third page. Figure 4 The 403 error message displays the probability of acquiring each resource value. This allows game characters to understand the probability of acquiring the resources they can unlock at their current game level.

[0129] In step 207, if the display duration of the reference resource value is not less than the duration threshold, the terminal device displays the piece information of at least one first piece.

[0130] Since the reference resource values ​​are displayed on the third page, the display duration of the reference resource values ​​must be no less than a duration threshold, which means the display duration of the third page must be no less than the duration threshold. The duration threshold is set based on experience or adjusted according to the implementation environment; this embodiment does not limit its application. For example, the duration threshold is 3 seconds.

[0131] If the display duration of the third page is not less than the duration threshold, the terminal device will cancel the display of the third page and display the piece information of at least one first piece. This piece information includes, but is not limited to, the image of the virtual object corresponding to the piece, the piece name, the type of the virtual object, and the piece's resource values.

[0132] This application embodiment does not limit the display method of at least one first piece's information. Optionally, the terminal device displays a fourth page on the preparation page of the first round, and the fourth page displays the piece information of at least one first piece. Since the display area of ​​the fourth page is limited, it is necessary to limit the number of first pieces displayed on the fourth page. For example, the number of first pieces displayed on the fourth page is a target number. The target number is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the target number is 5.

[0133] like Figure 5 This is a schematic diagram showing the display of chess piece information for a first chess piece according to an embodiment of this application. Figure 5 In the diagram shown, the preparation page for the first round displays page 501 (page 4), which shows information about the five first pieces. The first first piece is named "Piece W," its virtual object type is Mage / Shapeshifter, and its resource value is 1. Information about the other first pieces can be found in [the diagram]. Figure 5 As shown, it will not be elaborated further here.

[0134] In one possible implementation, the piece information of at least one first piece needs to be obtained before displaying the piece information of at least one first piece. This application does not limit the method of obtaining the piece information of at least one first piece. Optionally, this application provides the following two methods for obtaining the piece information of at least one first piece.

[0135] Method 1: Receive at least one piece information for the first piece from the server.

[0136] In the first acquisition method, after the server determines the reference resource value in step 204 above, it determines at least one first piece based on the reference resource value, acquires the piece information of each first piece, and then sends the piece information of each first piece to the terminal device so that the terminal device can acquire the piece information of each first piece.

[0137] The process by which the server determines at least one first piece based on the reference resource value is similar to the process by which the terminal device determines at least one first piece based on the reference resource value in the second acquisition method described below. For details, please refer to the description of the second acquisition method below, which will not be repeated here.

[0138] Method 2: The terminal device determines at least one first piece based on the reference resource value and obtains the piece information of at least one first piece.

[0139] In the second acquisition method, in step 206 above, after the terminal device receives the reference resource value sent by the server, it determines at least one first piece based on the reference resource value, and then obtains the piece information of at least one first piece.

[0140] The process by which the terminal device determines at least one first piece based on a reference resource value includes: the terminal device selecting pieces among the candidate pieces whose resource value matches the reference resource value as first optional pieces, and determining at least one first piece from the first optional pieces. Optionally, a target number of first optional pieces are determined as first pieces from the first optional pieces.

[0141] Optionally, a refresh control is also displayed on the fourth page. The refresh control is used to refresh the displayed first piece, such as... Figure 5 The 502 error indicates a refresh control. In response to a trigger on the refresh control, the refreshed piece information is displayed on the fourth page. The refreshed piece's resource values ​​are reference resource values.

[0142] Before displaying the refreshed piece information on the fourth page, it is necessary to obtain the refreshed piece information first. The process of obtaining the refreshed piece information is similar to the process of obtaining the first piece information mentioned above. For details, please refer to the process of obtaining the first piece information mentioned above. This application embodiment will not be described again here.

[0143] The refresh control can display the values ​​of the resources required for the refresh, such as... Figure 5 The "2" displayed on the refresh control indicates that a refresh requires 2 resources. Therefore, in response to a trigger action on the refresh control, the required resources are deducted from the game object's account. In other words, in response to a trigger action on the refresh control, two resources are deducted from the game object's account.

[0144] In step 208, in response to a triggering operation for piece information of a second piece among at least one first piece, the terminal device acquires the second piece.

[0145] After displaying the piece information of at least one first piece, the game object can select one piece from the first pieces to purchase, that is, acquire a piece. The process by which the terminal device acquires the second piece in response to a triggering operation targeting the piece information of a second piece among at least one first piece is similar to the process by which the terminal device acquires the target piece in response to a triggering operation targeting the piece information of a target piece among at least one selectable piece. See the following description of the process by which the terminal device acquires the target piece; it will not be repeated here in the embodiments of this application.

[0146] Once the terminal device acquires the second piece, meaning the game object acquires the second piece, the game object can then select the piece to use in the first round's battle phase on the preparation page, thus entering the first round's battle phase. After the first round's battle phase ends, a first prompt message is displayed on the first round's battle page. This first prompt message indicates the game object's battle result in the first round, and then the game directly enters the second round's preparation phase. The first prompt message can be any content that can indicate the game object's battle result in the first round; this application embodiment does not limit this.

[0147] like Figure 6 This is a schematic diagram illustrating the display of a first prompt message provided in an embodiment of this application. For example... Figure 6 As shown in the image, the first battle page displays the first prompt message 601, which reads "Battle Victory!", meaning that the game object has won the first round of the battle.

[0148] In step 209, the terminal device displays the preparation page for the i-th round of the turn-based board game.

[0149] Where i is an integer greater than 1, that is, the preparation page for the i-th round of the turn-based chess game is the preparation page for the non-first round of the turn-based chess game.

[0150] In one possible implementation, the content displayed on the preparation page of the i-th round of the turn-based chess game is similar to the content displayed on the preparation page of the first round of the turn-based chess game in step 201 above, and will not be described again in this embodiment.

[0151] like Figure 7 This is a schematic diagram showing the preparation page for the i-th round of a turn-based board game according to an embodiment of this application. Figure 7It can be seen that the game object's game level is 8, and the game object's account has 5 resources.

[0152] In step 210, during the preparation phase of the i-th round of the turn-based board game, the terminal device sends a piece acquisition request to the server.

[0153] In one possible implementation, during the preparation phase of the i-th round of a turn-based chess game, provided that the display duration of the preparation page for the i-th round of the turn-based chess game is not less than the target duration, the terminal device sends a chess piece acquisition request to the server, and the chess piece acquisition request includes the object identifier of the game object.

[0154] In step 211, the server receives a chess piece acquisition request and, based on the request, determines the resource values ​​that can be unlocked at the game level of the game object and the acquisition probability of each resource value.

[0155] The server receives a chess piece acquisition request from the terminal device, parses the request to obtain the object identifier of the game object, determines the game level of the game object based on the object identifier, and then determines the resource values ​​that can be unlocked at the game level and the acquisition probability of each resource value. This process is similar to step 203 above and will not be described in detail here.

[0156] For example, the server determines that the game object's game level is 8, and the resource values ​​that can be unlocked at the game object's game level are 1 resource value, 2 resource values, 3 resource values, 4 resource values ​​and 5 resource values, wherein the probability of obtaining 1 resource value is 40%, the probability of obtaining 2 resource values ​​is 32%, the probability of obtaining 3 resource values ​​is 12%, the probability of obtaining 4 resource values ​​is 10%, and the probability of obtaining 5 resource values ​​is 6%.

[0157] In step 212, the server adjusts the acquisition probability of each resource value based on the battle information of the game object in round i-1, and obtains the adjusted acquisition probability of each resource value.

[0158] Since round i is not the first round, after determining the acquisition probability of each resource value, the acquisition probability of each resource value can be adjusted based on the battle information of the previous round (round i-1), thus obtaining the adjusted acquisition probability of each resource value. This allows the game object to control the acquisition probability of each resource value by manipulating the battle information of the previous round, thereby controlling which pieces can be acquired.

[0159] In one possible implementation, the battle information of the game object in round i-1 includes the battle result of the game object in round i-1. The battle result of the game object in round i-1 can be either a victory or a defeat, and this application embodiment does not limit this.

[0160] The process of adjusting the acquisition probability of each resource value based on the battle information of the game object in round i-1, and obtaining the adjusted acquisition probability of each resource value, includes the following steps 1 to 3.

[0161] Step 1: Determine the first base value that matches the battle result of the game object in round i-1.

[0162] The first base value of the game object when the battle result in the (i-1)th round is a victory can be the same as or different from the first base value of the game object when the battle result in the (i-1)th round is a defeat. This application embodiment does not limit this.

[0163] For example, the initial base value of a game object is 1 when the outcome of the battle in round i-1 is either a victory or a defeat.

[0164] Step 2: Determine the second basic value based on the quantity of the first resource value and the first basic value.

[0165] The process of determining the second basic value based on the quantity of the first resource value and the first basic value includes: determining the product between the quantity of the first resource value and the first basic value to obtain the second basic value. For example, if the quantity of the first resource value is 4 and the first basic value is 1, then the second basic value is 4 * 1 = 4.

[0166] In this context, the first resource value is the resource value that is not the largest among all resource values. For example, if the resource values ​​include 1, 2, 3, 4, and 5, then the first resource values ​​are 1, 2, 3, and 4, and the number of first resource values ​​is 4. As another example, if the resource values ​​include 1, 2, and 3, then the first resource values ​​are 1 and 2, and the number of first resource values ​​is 2.

[0167] Step 3: Determine the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first base value; determine the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second base value.

[0168] The probability of obtaining the first resource value is reduced by the first base value to obtain the adjusted probability of obtaining the first resource value. The probability of obtaining the second resource value is increased by the second base value to obtain the adjusted probability of obtaining the second resource value.

[0169] For example, the probability of obtaining resource value 1 is 40%, and after adjustment, the probability of obtaining resource value 1 is 39% using the above method; the probability of obtaining resource value 2 is 32%, and after adjustment, the probability of obtaining resource value 2 is 31% using the above method; the probability of obtaining resource value 3 is 12%, and after adjustment, the probability of obtaining resource value 3 is 11% using the above method; the probability of obtaining resource value 4 is 10%, and after adjustment, the probability of obtaining resource value 4 is 9% using the above method; and the probability of obtaining resource value 5 is 6%, and after adjustment, the probability of obtaining resource value 5 is 10% using the above method.

[0170] It should be noted that the sum of the acquisition probability after the adjustment of the first resource value and the acquisition probability after the adjustment of the second resource value is the sum of the acquisition probabilities of each resource value.

[0171] Since the outcome of a game object's battle in round i-1 will decrease the probability of acquiring low-resource pieces and increase the probability of acquiring high-resource pieces, that is, decrease the probability of acquiring low-resource pieces and increase the probability of acquiring high-resource pieces, a game object can increase the probability of acquiring high-resource pieces by manipulating the outcome of its battle in round i-1.

[0172] In one possible implementation, the game object's battle information in round i-1 also includes a target number, which is the number of times the game object consecutively obtains the game object's battle result in round i-1. That is, the game object's battle information in round i-1 also includes either the number of consecutive wins or the number of consecutive losses.

[0173] If the game object wins in round i-1, the target count is the number of consecutive wins; if the game object loses in round i-1, the target count is the number of consecutive losses.

[0174] If the battle information for a game object in round i-1 includes not only the battle result in round i-1 but also the target number of attempts, the acquisition probability of each resource value is adjusted based on the battle result and the target number of attempts in round i-1, resulting in the adjusted acquisition probability of each resource value. This process includes: determining the difference between the target number of attempts and the reference number of attempts when the target number of attempts is greater than the reference number of attempts; determining a first additional value based on the difference and a single additional value, matching the single additional value with the battle result of the game object in round i-1; determining a second additional value based on the quantity of the first resource value and the first additional value. The acquisition probability of the first resource value is reduced by a first base value to obtain an intermediate acquisition probability of the first resource value; the intermediate acquisition probability of the first resource value is reduced by the first additional value to obtain the adjusted acquisition probability of the first resource value; the acquisition probability of the second resource value is increased by a second base value to obtain an intermediate acquisition probability of the second resource value; the intermediate acquisition probability of the second resource value is increased by the second additional value to obtain the adjusted acquisition probability of the second resource value.

[0175] The number of reference attempts is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the number of reference attempts is 3. Optionally, the extra value for a single attempt when the game object loses in round i-1 can be greater than the extra value for a single attempt when the game object wins in round i-1. This is because the risk of consecutive losses is higher, requiring the game object to acquire pieces with high resource values. Pieces with high resource values ​​have stronger attributes and effects; therefore, the game object can use pieces with high resource values ​​to achieve the thrill of turning the tide, making the game experience more interesting.

[0176] The single bonus value for a game object when it wins in round i-1 can be the same as or different from the single bonus value for a game object when it loses in round i-1. This embodiment of the application does not limit this. For example, the single bonus value for a game object when it wins in round i-1 is 1, and the single bonus value for a game object when it loses in round i-1 is 2.

[0177] The process of determining the first extra value based on the difference in the number of attempts and the extra value for a single attempt includes: determining the product between the difference in the number of attempts and the extra value for a single attempt to obtain the first extra value. For example, if the difference in the number of attempts is 2 and the extra value for a single attempt is 1, then the first extra value is 2 * 1 = 2.

[0178] The process of determining the second additional value based on the quantity of the first resource value and the first additional value includes: determining the product between the quantity of the first resource value and the first additional value to obtain the second additional value. For example, if the quantity of the first additional value is 1 and the first additional value is 2, then the second additional value is 1*2=2.

[0179] Below, taking a game character at level 8 as an example, the resource values ​​that can be unlocked at this level are resource value 1, resource value 2, resource value 3, resource value 4, and resource value 5. The probability of obtaining resource value 1 is 40%, resource value 2 is 32%, resource value 3 is 12%, resource value 4 is 10%, and resource value 5 is 6%. Round i is the sixth round. The game character's battle information in round 5 includes a victory and 5 consecutive victories. Adjusting the acquisition probabilities of each resource value using the above process, the adjusted acquisition probabilities are: resource value 1: 37%, resource value 2: 29%, resource value 3: 9%, resource value 4: 7%, and resource value 5: 18%.

[0180] Since consecutive wins or losses decrease the probability of acquiring low-resource pieces and increase the probability of acquiring high-resource pieces, meaning it decreases the probability of acquiring low-resource pieces and increases the probability of acquiring high-resource pieces, players can increase the probability of acquiring high-resource pieces by managing consecutive wins or losses.

[0181] In step 213, the server determines the target resource value from among the various resource values ​​based on the adjusted acquisition probability of each resource value.

[0182] In one possible implementation, after the server determines the acquisition probability of each resource value after adjustment in step 212 above, the process of determining the target resource value among each resource value based on the acquisition probability of each resource value is similar to the process of determining the reference resource value among each resource value based on the acquisition probability of each resource value in step 204 above. The embodiments of this application will not be described in detail here.

[0183] For example, the target resource value determined by the server is 3 resource values.

[0184] In step 214, the server sends the target resource value to the terminal device.

[0185] After determining the target resource value in step 213 above, the server sends the target resource value to the terminal device so that the terminal device can display the target resource value.

[0186] Optionally, after determining the acquisition probability of each resource value after adjustment in step 212 above, the server can also send the acquisition probability of each resource value after adjustment to the terminal device so that the terminal device can display the acquisition probability of each resource value after adjustment, thereby enabling the game object to understand the acquisition probability of the resource values ​​that can be unlocked at its current game level.

[0187] In step 215, the terminal device receives the target resource value and displays the target resource value.

[0188] In one possible implementation, the terminal device receives and displays the target resource value sent by the server. This target resource value indicates the resource value of the pieces that the game object can acquire in round i. By displaying the target resource value, the game object can know the resource value of the pieces it can acquire in round i.

[0189] Optionally, the process of displaying the target resource value includes: displaying a first page on the preparation page of round i, wherein the target resource value is displayed on the first page.

[0190] like Figure 8 This is a schematic diagram illustrating the display of target resource values ​​provided in an embodiment of this application. Figure 8 In the diagram shown, the preparation page for round i displays page 801, and page 801 displays the target resource value 802.

[0191] In one possible implementation, the terminal device can also receive the adjusted acquisition probabilities of each resource value sent by the server and display the adjusted acquisition probabilities. Optionally, the adjusted acquisition probabilities of each resource value are displayed on the first page. Figure 8 The 803 section displays the acquisition probability of each resource value after adjustment, which allows the player to have some understanding of the probability of unlocking resource values ​​at their current game level.

[0192] like Figure 9 This is a schematic diagram showing another target resource value provided in an embodiment of this application. Figure 9 The target resource value shown in the figure is 3. The probability of obtaining resource value 1 is 44%, resource value 2 is 34%, resource value 3 is 22%, resource value 4 is 0%, and resource value 5 is 0%.

[0193] like Figure 10This is another schematic diagram showing the value of a target resource provided in the embodiments of this application. Figure 10 The target resource value shown in the figure is 5. The probability of obtaining resource value 1 is 30%, resource value 2 is 20%, resource value 3 is 30%, resource value 4 is 12%, and resource value 5 is 8%.

[0194] In step 216, if the display duration of the target resource value is not less than the duration threshold, the terminal device displays the piece information of at least one selectable piece.

[0195] Since the target resource value is displayed on the first page, the display duration of the target resource value is not less than a duration threshold, that is, the display duration of the first page is not less than a duration threshold. The duration threshold is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit it in this way. For example, the duration threshold is 3 seconds.

[0196] If the display duration of the first page is not less than a duration threshold, the terminal device will cancel the display of the first page and display the information of at least one selectable chess piece. This chess piece information includes, but is not limited to, the image of the virtual object corresponding to the chess piece, the name of the chess piece, the type of the virtual object corresponding to the chess piece, and the resource value of the chess piece.

[0197] This application embodiment does not limit the display method of the chess piece information of at least one optional chess piece. Optionally, the terminal device displays a second page on the preparation page of the i-th round, and the second page displays the chess piece information of at least one optional chess piece. Since the display area of ​​the second page is limited, it is necessary to limit the number of optional chess pieces displayed on the second page. For example, the number of optional chess pieces displayed on the second page is a target number, which is set based on experience or adjusted according to the implementation environment. This application embodiment does not limit this. For example, the target number is 5.

[0198] like Figure 11 This is a schematic diagram showing the display of chess piece information for an optional chess piece provided in an embodiment of this application. Figure 11 In the diagram shown, the preparation page for round i displays page 1101, which shows information about five selectable pieces. The first selectable piece is named Piece C, its virtual object type is Mage / Shapeshifter, and its resource value is 3. Information about the other selectable pieces can be found in [the diagram]. Figure 11 As shown, it will not be elaborated further here.

[0199] In one possible implementation, before displaying the piece information of at least one optional piece, it is necessary to first obtain the piece information of at least one optional piece. This application embodiment does not limit the method for obtaining the piece information of at least one optional piece. Optionally, this application embodiment provides the following two methods for obtaining the piece information of at least one optional piece.

[0200] The first method involves receiving information about at least one selectable piece from the server.

[0201] In the first acquisition method, after the server determines the target resource value in step 213 above, it determines at least one optional piece based on the target resource value, acquires the piece information of each optional piece, and then sends the piece information of each optional piece to the terminal device so that the terminal device can acquire the piece information of each optional piece.

[0202] The process by which the server determines at least one selectable piece based on the target resource value is similar to the process by which the terminal device determines at least one selectable piece based on the target resource value in the second acquisition method described below. For details, please refer to the description of the second acquisition method below, which will not be repeated here.

[0203] The method of determining the available pieces by the server and sending the piece information to the terminal device can save terminal device resources and reduce the amount of computation on the terminal device because it eliminates the need for the terminal device to determine the available pieces.

[0204] The second method involves the terminal device determining at least one selectable piece based on the target resource value and obtaining the piece information for each selectable piece.

[0205] In the second acquisition method, in step 215 above, after the terminal device receives the target resource value sent by the server, it determines at least one optional piece based on the target resource value, and then obtains the piece information of at least one optional piece.

[0206] The process by which the terminal device determines at least one optional piece based on the target resource value includes: the terminal device selecting pieces among the candidate pieces whose resource value matches the target resource value as second optional pieces, and determining at least one optional piece from the second optional pieces. Optionally, a target number of second optional pieces are determined as optional pieces from the second optional pieces.

[0207] Optionally, a refresh control is also displayed on the second page. The refresh control is used to refresh the displayed selectable pieces, such as... Figure 11 1102 in the code represents the refresh control. In response to a trigger action on the refresh control, the refreshed piece information is displayed on the second page, and the refreshed piece's resource values ​​are the target resource values.

[0208] Before displaying the refreshed piece information on the second page, it is necessary to obtain the refreshed piece information first. The process of obtaining the refreshed piece information is similar to the process of obtaining the piece information of the optional pieces mentioned above. For details, please refer to the process of obtaining the piece information of the optional pieces mentioned above. This application embodiment will not be described again here.

[0209] The refresh control can display the values ​​of the resources required for the refresh, such as... Figure 11 The "2" displayed on the refresh control indicates that a refresh requires 2 resources. Therefore, in response to a trigger action on the refresh control, the required resources are deducted from the game object's account. In other words, in response to a trigger action on the refresh control, two resources are deducted from the game object's account.

[0210] In step 217, in response to a triggering operation for piece information of a target piece among at least one selectable piece, the terminal device acquires the target piece.

[0211] After displaying the piece information for at least one selectable piece, the game object can select a target piece from the selectable pieces to purchase, i.e., acquire the target piece. In response to a triggering operation targeting the piece information of the target piece among at least one selectable piece, the process of acquiring the target piece includes: sending a target piece acquisition request to the server in response to the triggering operation targeting the piece information of the target piece among at least one selectable piece. The target piece acquisition request includes the game object's object identifier and the piece information of the target piece. The target piece acquisition request is used by the server to deduct the target resource value from the game object's account and issue the target piece to the game object's account, provided that the value of resources included in the game object's account is not less than the target resource value. The server receives a target piece acquisition request, parses the request to obtain the object identifier of the game object and the piece information of the target piece. Based on the object identifier, it determines the value of resources included in the game object's account. Based on the piece information of the target piece, it determines the resource value of the target piece. If the value of resources included in the game object's account is not less than the resource value of the target piece, the server deducts the resource value of the target piece (target resource value) from the game object's account and issues the target piece to the game object's account so that the game object can acquire the target piece.

[0212] Based on the server's determination that the resource value in the game object's account is less than the resource value of the target piece, the server sends a second prompt message to the terminal device. This second prompt message indicates that the game object cannot acquire the target piece. The content of the second prompt message can be any content used to indicate that the game object cannot acquire the target piece; this embodiment does not limit this. After receiving the second prompt message, the terminal device displays it, thus informing the game object of its acquisition status regarding the target piece.

[0213] Once the terminal device acquires the target piece, meaning the game object acquires the target piece, the game object can select the piece to use in the i-th round's battle phase on the preparation page, thus entering the i-th round's battle phase. After the i-th round's battle phase ends, a third prompt message is displayed on the i-th round's battle page. This third prompt message indicates the game object's battle information for the i-th round, and then the game directly enters the (i+1)-th round's preparation phase. The third prompt message can be any content that can indicate the game object's battle information for the i-th round; this application embodiment does not limit this.

[0214] like Figure 12 This is a schematic diagram illustrating the display of a third prompt message provided in an embodiment of this application. For example... Figure 12 As shown in the diagram, the battle page in round i displays a third prompt message 1201, which reads "7 consecutive wins!". This means that the game object's battle information in round i indicates that the game object won the battle in round i, and that this is the game object's 7th victory in round i.

[0215] The above method involves the game object sending a piece acquisition request to the server when acquiring a piece in round i. The server, based on the game object's identifier, determines the resource value unlockable at the game object's game level. Then, based on the game object's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about selectable pieces with the target resource value, allowing the game object to choose and acquire the desired piece. This method considers not only the game object's game level but also its battle information from the previous round when determining the target resource value. This comprehensive consideration ensures the determined target resource value better reflects the game object's actual battle situation. Since the resource value of the selectable pieces matches the target resource value, the subsequent selectable pieces have a higher match with the game object's needs, increasing the probability of acquiring the desired piece and enhancing the enjoyment of piece acquisition.

[0216] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, and further increase the probability that the game object can obtain the desired pieces in each round.

[0217] Figure 13 This is a flowchart illustrating a method for acquiring chess pieces in a turn-based board game, as provided in an embodiment of this application. This method can be implemented by... Figure 1 The server 102 in the computer system shown performs, as follows: Figure 13 As shown, the method includes the following steps.

[0218] In step 1301, a piece acquisition request sent by the terminal device in the i-th round is received. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0219] In one possible implementation, the process of receiving the piece acquisition request sent by the terminal device in the i-th round has been described in step 211 above, and will not be repeated here.

[0220] In step 1302, the resource values ​​that can be unlocked at the game level of the game object are determined based on the object identifier of the game object.

[0221] In one possible implementation, the process of determining the resource values ​​that can be unlocked by the game object's game level based on the game object's object identifier has been described in step 211 above. Please refer to the content of step 211 for details, and it will not be repeated here.

[0222] In step 1303, the target resource value is determined from the resource values ​​that can be unlocked at the game level, based on the battle information of the game object in round i-1.

[0223] In one possible implementation, the process of determining the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1 has been described in steps 212 and 213 above. Please refer to the content of steps 212 and 213 for details, and will not be repeated here.

[0224] In step 1304, a target resource value is sent to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one optional piece, so that the game object can obtain the target piece from at least one optional piece. The resource value of the optional piece is the target resource value.

[0225] In one possible implementation, the process of sending the target resource value to the terminal device has been described in step 214 above, and will not be repeated here.

[0226] The above method involves the game object sending a piece acquisition request to the server when acquiring a piece in round i. The server, based on the game object's identifier, determines the resource value unlockable at the game object's game level. Then, based on the game object's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about selectable pieces with the target resource value, allowing the game object to choose and acquire the desired piece. This method considers not only the game object's game level but also its battle information from the previous round when determining the target resource value. This comprehensive consideration ensures the determined target resource value better reflects the game object's actual battle situation. Since the resource value of the selectable pieces matches the target resource value, the subsequent selectable pieces have a higher match with the game object's needs, increasing the probability of acquiring the desired piece and enhancing the enjoyment of piece acquisition.

[0227] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, and further increase the probability that the game object can obtain the desired pieces in each round.

[0228] Figure 14 This is a flowchart illustrating a method for acquiring chess pieces in a turn-based board game, as provided in an embodiment of this application. This method can be implemented by... Figure 1 The terminal device 101 in the computer system shown executes, such as Figure 14 As shown, the method includes the following steps.

[0229] In step 1401, during the i-th round of the turn-based chess game, a piece acquisition request is sent to the server. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0230] In one possible implementation, the process of sending a chess piece acquisition request to the server has been described in step 210 above, and will not be repeated here.

[0231] In step 1402, upon receiving the target resource value returned by the server based on the chess piece acquisition request, the chess piece information of at least one optional chess piece is displayed. The resource value of any optional chess piece is the target resource value. The target resource value is the resource value that the server determines based on the game object's object identifier, the game level of the game object, and the resource value determined from the unlockable resource values ​​based on the game object's battle information in round i-1.

[0232] In one possible implementation, the process of displaying the chess piece information of at least one optional chess piece upon receiving the target resource value returned by the server based on the chess piece acquisition request has been described in step 216 above, and will not be repeated here.

[0233] In step 1403, in response to a triggering operation for piece information of a target piece among at least one selectable piece, the target piece is acquired.

[0234] In one possible implementation, the process of acquiring the target piece in response to a triggering operation for piece information of the target piece among at least one selectable piece has been described in step 217 above, and will not be repeated here.

[0235] The above method involves the game object sending a piece acquisition request to the server when acquiring a piece in round i. The server, based on the game object's identifier, determines the resource value unlockable at the game object's game level. Then, based on the game object's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about selectable pieces with the target resource value, allowing the game object to choose and acquire the desired piece. This method considers not only the game object's game level but also its battle information from the previous round when determining the target resource value. This comprehensive consideration ensures the determined target resource value better reflects the game object's actual battle situation. Since the resource value of the selectable pieces matches the target resource value, the subsequent selectable pieces have a higher match with the game object's needs, increasing the probability of acquiring the desired piece and enhancing the enjoyment of piece acquisition.

[0236] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, and further increase the probability that the game object can obtain the desired pieces in each round.

[0237] Figure 15 This is a flowchart illustrating a method for acquiring chess pieces in a turn-based board game, as provided in an embodiment of this application. Figure 15 As shown, the method includes the following steps.

[0238] 1. The terminal device sends a request to the server to obtain chess pieces.

[0239] 2. The server receives a request to acquire a chess piece, parses the request, and obtains the game level of the game object.

[0240] 3. The server determines the resource values ​​that can be unlocked at each game level and the probability of obtaining each resource value.

[0241] 4. The server retrieves the battle results of the game objects in the previous round.

[0242] 5. Based on the results of the previous round's battle, the server makes the first adjustment to the acquisition probability of each resource value, resulting in the acquisition probability of each resource value after the first adjustment.

[0243] 6. The server obtains the number of consecutive wins or consecutive losses of the game object.

[0244] 7. The server adjusts the acquisition probability of each resource value after the first adjustment based on the number of consecutive wins or losses of the game object, and obtains the acquisition probability of each resource value after the second adjustment.

[0245] 8. The server determines the target resource value from among the various resource values ​​based on the acquisition probability after the second adjustment of each resource value.

[0246] 9. The server determines the available chess pieces based on the target resource value.

[0247] 10. The server sends the target resource value and the chess piece information of the available chess pieces to the terminal device.

[0248] 11. The terminal device receives the target resource value and the piece information of the selectable pieces, and displays the target resource value.

[0249] 12. If the display duration of the target resource value is not less than the duration threshold, the terminal device displays the piece information of the selectable pieces.

[0250] 13. In response to a trigger operation targeting the piece information of a target piece among the selectable pieces, the terminal device acquires the target piece.

[0251] Figure 16 The diagram shown is a structural schematic of a piece acquisition device for a turn-based board game provided in an embodiment of this application. Figure 16 As shown, the device includes the following components.

[0252] The sending module 1601 is used to send a piece acquisition request to the server in the i-th round of the turn-based chess game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0253] Display module 1602 is used to display the chess piece information of at least one optional chess piece when receiving the target resource value returned by the server based on the chess piece acquisition request. The resource value of any optional chess piece is the target resource value. The target resource value is the resource value that the server determines can be unlocked based on the game object's object identifier and the game level of the game object, and the resource value determined from the unlockable resource values ​​based on the game object's battle information in round i-1.

[0254] The acquisition module 1603 is used to acquire the target piece in response to a trigger operation that targets the piece information of at least one optional piece.

[0255] In one possible implementation, the display module 1602 is used to display the target resource value when the target resource value is received from the server. The target resource value is used to indicate the resource value of the piece that the game object can acquire in the i-th round. If the display duration of the target resource value is not less than the duration threshold, the piece information of at least one selectable piece is displayed.

[0256] In one possible implementation, the display module 1602 is used to display a first page on the preparation page of the i-th round when the target resource value is received from the server, the first page displaying the target resource value; and if the display duration of the first page is not less than a duration threshold, to display a second page on the preparation page of the i-th round, the second page displaying the piece information of at least one selectable piece.

[0257] In one possible implementation, the device further includes:

[0258] The receiving module is used to receive the adjusted acquisition probabilities of various resources that can be unlocked at game levels, returned by the server.

[0259] The display module 1602 is also used to display the acquisition probability of each resource value after adjustment on the first page.

[0260] In one possible implementation, a refresh control is displayed on the second page, which is used to refresh the displayed candidate pieces;

[0261] The display module 1602 is also used to respond to the trigger operation of the refresh control and display the chess piece information of the refreshed chess piece on the second page. The resource value of the refreshed chess piece is the target resource value.

[0262] In one possible implementation, the device further includes:

[0263] The receiving module is used to receive chess piece information of at least one optional chess piece returned by the server;

[0264] Alternatively, the device may also include:

[0265] The determination module is used to determine the selectable pieces from the candidate pieces based on the resource values ​​of the candidate pieces and the target resource values, and to obtain the piece information of the selectable pieces.

[0266] In one possible implementation, the acquisition module 1603 is used to respond to a triggering operation for the piece information of a target piece among at least one optional piece, and the value of the resources included in the game object's account is not less than the target resource value, by sending a target piece acquisition request to the server. The target piece acquisition request includes the piece information of the target piece. The target piece acquisition request is used by the server to deduct the target resource value from the game object's account and issue the target piece to the game object's account.

[0267] In the aforementioned device, when a game player acquires a piece in round i, they send a piece acquisition request to the server. The server, based on the game player's object identifier, determines the resource value unlockable at the game player's game level. Then, based on the game player's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about selectable pieces with the target resource value, allowing the game player to choose and acquire the desired piece. Determining the target resource value considers not only the game player's game level but also their battle information from the previous round. This comprehensive consideration ensures the determined target resource value better reflects the game player's actual battle situation. Since the resource value of the selectable pieces matches the target resource value, the subsequent selectable pieces have a higher match with the game player's needs, increasing the probability of acquiring the desired piece and enhancing the enjoyment of piece acquisition.

[0268] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, and further increase the probability that the game object can obtain the desired pieces in each round.

[0269] Figure 17 The diagram shown is a structural schematic of a piece acquisition device for a turn-based board game provided in an embodiment of this application. Figure 17 As shown, the device includes the following components.

[0270] The receiving module 1701 is used to receive the chess piece acquisition request sent by the terminal device in the i-th round. The chess piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0271] The determination module 1702 is used to determine the resource value that can be unlocked at the game level of the game object based on the object identifier of the game object;

[0272] The determination module 1702 is also used to determine the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1.

[0273] The sending module 1703 is used to send a target resource value to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one optional piece, so that the game object can obtain the target piece from at least one optional piece. The resource value of the optional piece is the target resource value.

[0274] In one possible implementation, module 1702 is used to determine the acquisition probability of each resource value that can be unlocked at the game level; adjust the acquisition probability of each resource value according to the battle information of the game object in round i-1 to obtain the adjusted acquisition probability of each resource value; and determine the target resource value among the resource values ​​according to the adjusted acquisition probability of each resource value.

[0275] In one possible implementation, the battle information of the game object in round i-1 includes the battle result of the game object in round i-1;

[0276] The determination module 1702 is used to determine a first basic value that matches the battle result of the game object in round i-1; determine a second basic value based on the quantity of the first resource value and the first basic value; determine the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first basic value; and determine the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second basic value. Wherein, the second resource value is the largest resource value among all resource values, and the first resource value is the resource value other than the second resource value among all resource values.

[0277] In one possible implementation, the determining module 1702 is used to reduce the acquisition probability of the first resource value by a first base value to obtain the acquisition probability of the first resource value after adjustment; and to increase the acquisition probability of the second resource value by a second base value to obtain the acquisition probability of the second resource value after adjustment.

[0278] In one possible implementation, the battle information of the game object in round i-1 also includes the target number of times, which is the number of times the game object continuously obtains the battle result of the game object in round i-1.

[0279] The determination module 1702 is further configured to: determine the difference between the target number and the reference number when the target number is greater than the reference number; determine a first additional value based on the difference and the single additional value; and determine a second additional value based on the quantity of the first resource value and the first additional value.

[0280] The determination module 1702 is used to reduce the acquisition probability of the first resource value by a first base value to obtain the intermediate acquisition probability of the first resource value; reduce the intermediate acquisition probability of the first resource value by a first additional value to obtain the adjusted acquisition probability of the first resource value; increase the acquisition probability of the second resource value by a second base value to obtain the intermediate acquisition probability of the second resource value; and increase the intermediate acquisition probability of the second resource value by a second additional value to obtain the adjusted acquisition probability of the second resource value.

[0281] In one possible implementation, the determining module 1702 is further configured to determine the selectable pieces from the candidate pieces based on the resource values ​​of the candidate pieces and the target resource values;

[0282] The sending module 1703 is also used to send chess piece information of optional chess pieces to the terminal device.

[0283] In one possible implementation, the sending module 1703 is also used to send the adjusted acquisition probabilities of each resource value to the terminal device.

[0284] In the aforementioned device, when a game player acquires a piece in round i, they send a piece acquisition request to the server. The server, based on the game player's object identifier, determines the resource value unlockable at the game player's game level. Then, based on the game player's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about selectable pieces with the target resource value, allowing the game player to choose and acquire the desired piece. Determining the target resource value considers not only the game player's game level but also their battle information from the previous round. This comprehensive consideration ensures the determined target resource value better reflects the game player's actual battle situation. Since the resource value of the selectable pieces matches the target resource value, the subsequent selectable pieces have a higher match with the game player's needs, increasing the probability of acquiring the desired piece and enhancing the enjoyment of piece acquisition.

[0285] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, and further increase the probability that the game object can obtain the desired pieces in each round.

[0286] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.

[0287] Figure 18 This illustration shows a structural block diagram of a terminal device 1800 provided in an exemplary embodiment of this application. The terminal device 1800 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.

[0288] Typically, terminal device 1800 includes a processor 1801 and a memory 1802.

[0289] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0290] The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, which is executed by the processor 1801 to implement the present application. Figure 14 The method embodiment shown provides a method for acquiring chess pieces in a turn-based chess game.

[0291] In some embodiments, the terminal device 1800 may also optionally include: a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1803 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1809.

[0292] Peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0293] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1804 can communicate with other terminal devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0294] Display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1805 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1801 for processing. In this case, display screen 1805 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1805, disposed on the front panel of terminal device 1800; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 1800 or in a folded design; in still other embodiments, display screen 1805 may be a flexible display screen, disposed on a curved or folded surface of terminal device 1800. Furthermore, display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1805 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0295] The camera assembly 1806 is used to acquire images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal device 1800, and the rear-facing camera is located on the back of the terminal device 1800. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.

[0296] The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 1801 for processing, or to the radio frequency circuit 1804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different part of the terminal device 1800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1807 may also include a headphone jack.

[0297] Power supply 1809 is used to supply power to the various components in terminal device 1800. Power supply 1809 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1809 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0298] In some embodiments, the terminal device 1800 further includes one or more sensors 1810. The one or more sensors 1810 include, but are not limited to: an acceleration sensor 1811, a gyroscope sensor 1812, a pressure sensor 1813, an optical sensor 1815, and a proximity sensor 1816.

[0299] Accelerometer 1811 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal device 1800. For example, accelerometer 1811 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1801 can control display screen 1805 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1811. Accelerometer 1811 can also be used for games or for acquiring user motion data.

[0300] The gyroscope sensor 1812 can detect the orientation and rotation angle of the terminal device 1800. The gyroscope sensor 1812 can work in conjunction with the accelerometer sensor 1811 to acquire the user's 3D movements on the terminal device 1800. Based on the data acquired by the gyroscope sensor 1812, the processor 1801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0301] The pressure sensor 1813 can be disposed on the side bezel of the terminal device 1800 and / or on the lower layer of the display screen 1805. When the pressure sensor 1813 is disposed on the side bezel of the terminal device 1800, it can detect the user's grip signal on the terminal device 1800, and the processor 1801 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1813. When the pressure sensor 1813 is disposed on the lower layer of the display screen 1805, the processor 1801 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1805. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0302] An optical sensor 1815 is used to collect ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the display screen 1805 based on the ambient light intensity collected by the optical sensor 1815. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 based on the ambient light intensity collected by the optical sensor 1815.

[0303] The proximity sensor 1816, also known as a distance sensor, is typically located on the front panel of the terminal device 1800. The proximity sensor 1816 is used to detect the distance between the user and the front of the terminal device 1800. In one embodiment, when the proximity sensor 1816 detects that the distance between the user and the front of the terminal device 1800 is gradually decreasing, the processor 1801 controls the display screen 1805 to switch from a screen-on state to a screen-off state; when the proximity sensor 1816 detects that the distance between the user and the front of the terminal device 1800 is gradually increasing, the processor 1801 controls the display screen 1805 to switch from a screen-off state to a screen-on state.

[0304] Those skilled in the art will understand that Figure 18 The structure shown does not constitute a limitation on the terminal device 1800, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0305] Figure 19This is a schematic diagram of the server structure provided in an embodiment of this application. The server 1900 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1901 and one or more memories 1902. The one or more memories 1902 store at least one line of program code, which is loaded and executed by the one or more processors 1901 to implement this application. Figure 13 The method embodiment shown provides a method for acquiring chess pieces in a turn-based board game. Of course, the server 1900 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input / output. The server 1900 may also include other components for implementing device functions, which will not be elaborated here.

[0306] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one piece of program code, which is loaded and executed by a processor to enable a computer to implement any of the above-described methods for acquiring pieces in a turn-based board game.

[0307] Optionally, the aforementioned computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0308] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described methods for acquiring pieces in a turn-based board game.

[0309] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, information such as chess piece information, resource values, and the probability of obtaining resource values ​​involved in this application were obtained with full authorization.

[0310] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0311] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0312] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.

Claims

1. A method for acquiring chess pieces in a turn-based board game, characterized in that, The method includes: In the i-th round of a turn-based board game, a piece acquisition request is sent to the server. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1. Upon receiving the target resource value returned by the server based on the chess piece acquisition request, the chess piece information of at least one optional chess piece is displayed. The resource value of any optional chess piece is the target resource value. The target resource value is the resource value that the server determines can be unlocked at the game level of the game object based on the object identifier of the game object, and the resource value determined from the unlockable resource values ​​based on the battle information of the game object in round i-1. In response to a triggered operation targeting piece information of a target piece among the at least one selectable pieces, the target piece is obtained.

2. The method according to claim 1, characterized in that, Upon receiving the target resource value returned by the server, the step of displaying the piece information of at least one selectable piece includes: Upon receiving the target resource value returned by the server, the target resource value is displayed, which indicates the resource value of the piece that the game object can acquire in the i-th round; If the display duration of the target resource value is not less than the duration threshold, display the piece information of at least one selectable piece.

3. The method according to claim 2, characterized in that, The step of displaying the target resource value upon receiving the target resource value returned by the server includes: Upon receiving the target resource value returned by the server, a first page is displayed on the preparation page of the i-th round, and the target resource value is displayed on the first page. When the display duration of the target resource value is not less than a duration threshold, displaying the piece information of at least one selectable piece includes: If the display duration of the first page is not less than the duration threshold, a second page is displayed on the preparation page of the i-th round, and the second page displays the piece information of the at least one optional piece.

4. The method according to claim 3, characterized in that, The method further includes: Receive the adjusted acquisition probability of each resource value that can be unlocked at the game level, returned by the server; The first page displays the acquisition probability after the adjustment of the values ​​of each resource.

5. The method according to claim 3, characterized in that, The second page displays a refresh control used to refresh the displayed candidate pieces; after the second page is displayed on the preparation page of the i-th round, the method further includes: In response to a trigger operation on the refresh control, the refreshed piece information is displayed on the second page, wherein the refreshed piece resource value is the target resource value.

6. The method according to any one of claims 1 to 5, characterized in that, Before displaying the piece information of at least one optional piece, the method further includes: Receive the piece information of the at least one optional piece returned by the server; Alternatively, based on the resource values ​​of the candidate pieces and the target resource value, the selectable piece is determined from the candidate pieces to obtain the piece information of the selectable piece.

7. The method according to any one of claims 1 to 5, characterized in that, The step of obtaining the target piece in response to a triggering operation for piece information of a target piece among the at least one selectable piece includes: In response to a triggering operation targeting the piece information of a target piece among the at least one selectable pieces, and provided that the value of resources included in the game object's account is not less than the target resource value, a target piece acquisition request is sent to the server. The target piece acquisition request includes the piece information of the target piece. The target piece acquisition request is used by the server to deduct the target resource value from the game object's account and distribute the target piece to the game object's account.

8. A method for acquiring chess pieces in a turn-based board game, characterized in that, The method includes: The receiving terminal device sends a piece acquisition request in round i, wherein the piece acquisition request includes the object identifier of the game object, and i is an integer greater than 1; Based on the object identifier of the game object, determine the resource value that can be unlocked at the game level of the game object; Based on the battle information of the game object in round i-1, determine the target resource value from the resource values ​​that can be unlocked at the game level; The target resource value is sent to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one optional piece, so that the game object can obtain the target piece from the at least one optional piece. The resource value of the optional piece is the target resource value.

9. The method according to claim 8, characterized in that, The step of determining the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1 includes: Determine the probability of obtaining each resource value that can be unlocked at the stated game level; Based on the battle information of the game object in round i-1, the acquisition probability of each resource value is adjusted to obtain the acquisition probability of each resource value after adjustment. Based on the adjusted acquisition probability of each resource value, the target resource value is determined among the various resource values.

10. The method according to claim 9, characterized in that, The battle information of the game object in round i-1 includes the battle result of the game object in round i-1; The step of adjusting the acquisition probability of each resource value based on the battle information of the game object in round i-1, to obtain the adjusted acquisition probability of each resource value, includes: Determine a first base value that matches the battle result of the game object in round i-1; The second basic value is determined based on the quantity of the first resource value and the first basic value; Based on the acquisition probability of the first resource value and the first base value, determine the acquisition probability of the adjusted first resource value; Based on the acquisition probability of the second resource value and the second base value, determine the acquisition probability of the adjusted second resource value; Wherein, the second resource value is the largest resource value among all the resource values, and the first resource value is the resource value other than the second resource value among all the resource values.

11. The method according to claim 10, characterized in that, The step of determining the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first base value includes: The probability of obtaining the first resource value is reduced by the first base value to obtain the adjusted probability of obtaining the first resource value. The step of determining the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second base value includes: Increase the probability of obtaining the second resource value by the second base value to obtain the adjusted probability of obtaining the second resource value.

12. The method according to claim 10, characterized in that, The battle information of the game object in round i-1 also includes the target number of times, which is the number of times the game object continuously obtains the battle result of the game object in round i-1; The method further includes: If the target number is greater than the reference number, the difference between the target number and the reference number is determined. The first additional value is determined based on the difference in the number of times and the additional value for a single instance; The second additional value is determined based on the quantity of the first resource value and the first additional value; The step of determining the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first base value includes: The probability of obtaining the first resource value is reduced by the first base value to obtain the intermediate probability of obtaining the first resource value; the intermediate probability of obtaining the first resource value is reduced by the first additional value to obtain the adjusted probability of obtaining the first resource value. The step of determining the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second base value includes: Increase the probability of obtaining the second resource value by the second base value to obtain the intermediate probability of obtaining the second resource value; increase the intermediate probability of obtaining the second resource value by the second additional value to obtain the adjusted probability of obtaining the second resource value.

13. The method according to any one of claims 8 to 12, characterized in that, After determining the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in the (i-1)th round, the method further includes: Based on the resource values ​​of the candidate pieces and the target resource value, the selectable pieces are determined from the candidate pieces; The chess piece information of the optional chess piece is sent to the terminal device.

14. The method according to any one of claims 9 to 12, characterized in that, The method further includes: The acquisition probability after adjusting the values ​​of each resource is sent to the terminal device.

15. A piece acquisition device for a turn-based board game, characterized in that, The device includes: The sending module is used to send a piece acquisition request to the server in the i-th round of a turn-based chess game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1. The display module is used to display the chess piece information of at least one optional chess piece when the server returns the target resource value based on the chess piece acquisition request. The resource value of any optional chess piece is the target resource value. The target resource value is the resource value that the server determines can be unlocked by the game level of the game object based on the object identifier of the game object, and the resource value determined from the unlockable resource value based on the battle information of the game object in round i-1. The acquisition module is configured to acquire the target piece in response to a triggering operation that targets the piece information of the target piece among the at least one selectable piece.

16. A piece acquisition device for a turn-based board game, characterized in that, The device includes: The receiving module is used to receive a chess piece acquisition request sent by the terminal device in the i-th round. The chess piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1. The determination module is used to determine the resource value that can be unlocked at the game level of the game object based on the object identifier of the game object; The determining module is further configured to determine the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1. The sending module is used to send the target resource value to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one optional piece, so that the game object can obtain the target piece from the at least one optional piece. The resource value of the optional piece is the target resource value.

17. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the piece acquisition method for a turn-based board game as described in any one of claims 1 to 14.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable a computer to implement the piece acquisition method for a turn-based board game as described in any one of claims 1 to 14.

19. A computer program product, characterized in that, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the piece acquisition method for a turn-based board game as described in any one of claims 1 to 14.